2005-12-29 13:58:21 +00:00
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// groundnet.cxx - Implimentation of the FlightGear airport ground handling code
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//
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// Written by Durk Talsma, started June 2005.
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//
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// Copyright (C) 2004 Durk Talsma.
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//
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// This program is free software; you can redistribute it and/or
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// modify it under the terms of the GNU General Public License as
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// published by the Free Software Foundation; either version 2 of the
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// License, or (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful, but
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// WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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// General Public License for more details.
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//
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// You should have received a copy of the GNU General Public License
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// along with this program; if not, write to the Free Software
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2006-02-21 01:16:04 +00:00
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// Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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2005-12-29 13:58:21 +00:00
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//
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// $Id$
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#ifdef HAVE_CONFIG_H
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# include <config.h>
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#endif
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#include <math.h>
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#include <algorithm>
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//#include <plib/sg.h>
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//#include <plib/ul.h>
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//#include <Environment/environment_mgr.hxx>
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//#include <Environment/environment.hxx>
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//#include <simgear/misc/sg_path.hxx>
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//#include <simgear/props/props.hxx>
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//#include <simgear/structure/subsystem_mgr.hxx>
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#include <simgear/debug/logstream.hxx>
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#include <simgear/route/waypoint.hxx>
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//#include <Main/globals.hxx>
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//#include <Main/fg_props.hxx>
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//#include <Airports/runways.hxx>
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//#include STL_STRING
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#include "groundnetwork.hxx"
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SG_USING_STD(sort);
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/**************************************************************************
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* FGTaxiNode
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*************************************************************************/
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FGTaxiNode::FGTaxiNode()
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{
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}
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/***************************************************************************
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* FGTaxiSegment
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**************************************************************************/
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FGTaxiSegment::FGTaxiSegment()
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{
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}
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void FGTaxiSegment::setStart(FGTaxiNodeVector *nodes)
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{
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FGTaxiNodeVectorIterator i = nodes->begin();
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while (i != nodes->end())
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{
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if (i->getIndex() == startNode)
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{
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start = i->getAddress();
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i->addSegment(this);
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return;
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}
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i++;
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}
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}
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void FGTaxiSegment::setEnd(FGTaxiNodeVector *nodes)
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{
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FGTaxiNodeVectorIterator i = nodes->begin();
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while (i != nodes->end())
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{
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if (i->getIndex() == endNode)
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{
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end = i->getAddress();
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return;
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}
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i++;
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}
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}
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// There is probably a computationally cheaper way of
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// doing this.
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void FGTaxiSegment::setTrackDistance()
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{
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double course;
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SGWayPoint first (start->getLongitude(),
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start->getLatitude(),
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0);
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SGWayPoint second (end->getLongitude(),
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end->getLatitude(),
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0);
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first.CourseAndDistance(second, &course, &length);
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}
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bool FGTaxiRoute::next(int *val)
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{
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//for (intVecIterator i = nodes.begin(); i != nodes.end(); i++)
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// cerr << "FGTaxiRoute contains : " << *(i) << endl;
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//cerr << "Offset from end: " << nodes.end() - currNode << endl;
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//if (currNode != nodes.end())
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// cerr << "true" << endl;
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//else
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// cerr << "false" << endl;
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if (currNode == nodes.end())
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return false;
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*val = *(currNode);
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currNode++;
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return true;
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};
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/***************************************************************************
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* FGGroundNetwork()
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**************************************************************************/
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FGGroundNetwork::FGGroundNetwork()
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{
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hasNetwork = false;
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foundRoute = false;
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totalDistance = 0;
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maxDistance = 0;
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}
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void FGGroundNetwork::addSegment(const FGTaxiSegment &seg)
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{
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segments.push_back(seg);
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}
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void FGGroundNetwork::addNode(const FGTaxiNode &node)
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{
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nodes.push_back(node);
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}
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void FGGroundNetwork::addNodes(FGParkingVec *parkings)
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{
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FGTaxiNode n;
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FGParkingVecIterator i = parkings->begin();
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while (i != parkings->end())
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{
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n.setIndex(i->getIndex());
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n.setLatitude(i->getLatitude());
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n.setLongitude(i->getLongitude());
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nodes.push_back(n);
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i++;
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}
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}
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void FGGroundNetwork::init()
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{
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hasNetwork = true;
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FGTaxiSegmentVectorIterator i = segments.begin();
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while(i != segments.end()) {
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//cerr << "initializing node " << i->getIndex() << endl;
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i->setStart(&nodes);
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i->setEnd (&nodes);
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i->setTrackDistance();
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//cerr << "Track distance = " << i->getLength() << endl;
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//cerr << "Track ends at" << i->getEnd()->getIndex() << endl;
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i++;
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}
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//exit(1);
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}
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int FGGroundNetwork::findNearestNode(double lat, double lon)
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{
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double minDist = HUGE_VAL;
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double course, dist;
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int index;
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SGWayPoint first (lon,
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lat,
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0);
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for (FGTaxiNodeVectorIterator
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itr = nodes.begin();
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itr != nodes.end(); itr++)
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{
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double course;
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SGWayPoint second (itr->getLongitude(),
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itr->getLatitude(),
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0);
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first.CourseAndDistance(second, &course, &dist);
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if (dist < minDist)
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{
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minDist = dist;
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index = itr->getIndex();
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//cerr << "Minimum distance of " << minDist << " for index " << index << endl;
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}
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}
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return index;
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}
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FGTaxiNode *FGGroundNetwork::findNode(int idx)
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{
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for (FGTaxiNodeVectorIterator
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itr = nodes.begin();
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itr != nodes.end(); itr++)
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{
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if (itr->getIndex() == idx)
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return itr->getAddress();
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}
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return 0;
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}
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FGTaxiRoute FGGroundNetwork::findShortestRoute(int start, int end)
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{
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foundRoute = false;
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totalDistance = 0;
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FGTaxiNode *firstNode = findNode(start);
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FGTaxiNode *lastNode = findNode(end);
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//prevNode = prevPrevNode = -1;
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//prevNode = start;
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routes.clear();
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traceStack.clear();
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trace(firstNode, end, 0, 0);
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FGTaxiRoute empty;
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if (!foundRoute)
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{
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SG_LOG( SG_GENERAL, SG_INFO, "Failed to find route from waypoint " << start << " to " << end );
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exit(1);
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}
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sort(routes.begin(), routes.end());
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//for (intVecIterator i = route.begin(); i != route.end(); i++)
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// {
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// rte->push_back(*i);
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// }
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if (routes.begin() != routes.end())
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return *(routes.begin());
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else
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return empty;
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}
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void FGGroundNetwork::trace(FGTaxiNode *currNode, int end, int depth, double distance)
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{
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traceStack.push_back(currNode->getIndex());
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totalDistance += distance;
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//cerr << "Starting trace " << depth << " total distance: " << totalDistance<< endl;
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//<< currNode->getIndex() << endl;
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// If the current route matches the required end point we found a valid route
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// So we can add this to the routing table
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if (currNode->getIndex() == end)
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{
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//cerr << "Found route : " << totalDistance << "" << " " << *(traceStack.end()-1) << endl;
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routes.push_back(FGTaxiRoute(traceStack,totalDistance));
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traceStack.pop_back();
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if (!(foundRoute))
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maxDistance = totalDistance;
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else
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if (totalDistance < maxDistance)
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maxDistance = totalDistance;
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foundRoute = true;
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totalDistance -= distance;
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return;
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}
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// search if the currentNode has been encountered before
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// if so, we should step back one level, because it is
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// rather rediculous to proceed further from here.
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// if the current node has not been encountered before,
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// i should point to traceStack.end()-1; and we can continue
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// if i is not traceStack.end, the previous node was found,
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// and we should return.
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// This only works at trace levels of 1 or higher though
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if (depth > 0) {
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intVecIterator i = traceStack.begin();
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while ((*i) != currNode->getIndex()) {
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//cerr << "Route so far : " << (*i) << endl;
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i++;
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}
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if (i != traceStack.end()-1) {
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traceStack.pop_back();
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totalDistance -= distance;
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return;
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}
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// If the total distance from start to the current waypoint
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// is longer than that of a route we can also stop this trace
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// and go back one level.
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if ((totalDistance > maxDistance) && foundRoute)
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{
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//cerr << "Stopping rediculously long trace: " << totalDistance << endl;
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traceStack.pop_back();
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totalDistance -= distance;
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return;
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}
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}
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//cerr << "2" << endl;
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if (currNode->getBeginRoute() != currNode->getEndRoute())
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{
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//cerr << "3" << endl;
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for (FGTaxiSegmentPointerVectorIterator
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i = currNode->getBeginRoute();
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i != currNode->getEndRoute();
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i++)
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{
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//cerr << (*i)->getLenght() << endl;
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trace((*i)->getEnd(), end, depth+1, (*i)->getLength());
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// {
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// // cerr << currNode -> getIndex() << " ";
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// route.push_back(currNode->getIndex());
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// return true;
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// }
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}
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}
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else
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{
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SG_LOG( SG_GENERAL, SG_DEBUG, "4" );
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}
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traceStack.pop_back();
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totalDistance -= distance;
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return;
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}
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